Difference between revisions of "Timers"

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[[Category:Guides]]
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{{legality}}
[[Category:PvP]]
 
[[Category:PvE]]
 
{{Work in Progress}}
 
 
A brief overview about the basics of timers and their impact on capsuleers in empire space.
 
A brief overview about the basics of timers and their impact on capsuleers in empire space.
  
== Crimewatch Timers ==
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= Combat and legality timers =
 
The Retribution expansion introduced a new and improved timers system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags.
 
The Retribution expansion introduced a new and improved timers system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags.
  
=== Weapons Timer (WT)===
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It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet causing issues with [[EVE_University_Rules#Rules_of_Engagement|rules of engagements]] and [[remote assistance]].
  
This 60 second timer is triggered on activating any offensive module (this includes Electronic Warfare modules) against any property of another capsuleer, be it a flown ship or any object floating in space which currently belongs to another player:
+
See [https://support.eveonline.com/hc/en-us/sections/201141682-Crimewatch CCP's support page on Crimewatch] for more details on the more intricate mechanics of legal timers.
  
*shooting a player/npc or a wreck/can belonging to someone
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== Combat Timers ==
*attacking a target with your drones (can be initiated "passively" by drones set to aggressive)
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The following timers have no direct impact on the legality of actions, but serve as a consequence for your actions. Keep in mind that the [[#Capsuleer Log-Off Timer|capsuleer log-off timer]] can indirectly cause legality issues if you are also at war.
*using any form of electronic warfare on the target
 
  
While the WT is active it prevents you from using a stargate or docking. The WT flag has the visual appearence of a red linked chain:
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==== Non-Capsuleer Log-Off Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[image:flag_npc.jpg|68px|'''NPC''' flag]]
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| valign="top" nowrap style="background:#151515;" | {{co|orange|'''Non-Capsuleer Log-Off Timer'''}} a.k.a. '''NPC-flag'''<br>'''Cause:''' Combat with a non-capsuleer<br>'''Consequence:''' Ship will remain in space on log-off until timer expires (5 minutes)
 +
|}
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The '''non-capsuleer log-off timer''' is created when you either shoot or get shot by an NPC.
  
[[File:WeaponsTimer.jpg]]
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This means you will remain in space if you disconnect or close the client, until the timer runs out. The '''NPC''' timer will not be renewed if you are shot while already having disconnected or logged off.
  
''Example: You are traveling low-sec and get aggressed by a player at a gate. If you do not return fire you will be able to use the stargate, while the hostile has to wait out his 60 second AT.''
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==== Capsuleer Log-Off Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[image:flag_pvp.jpg|68px|'''PvP''' flag]]
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| valign="top" nowrap style="background:#151515;" | {{co|red|'''Capsuleer Log-Off Timer'''}} a.k.a. '''PvP-flag''' (complicated timer, see comments below)<br>'''Cause:''' Combat with another capsuleer.<br>'''Consequence:''' Ship will remain in space on log-off until timer expires (15 minutes).
 +
|}
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The '''capsuleer log-off timer''' is created when you either shoot or get shot by a fellow capsuleer.
  
''Example: You undock and aggress a player outside of the station, you are now unable to dock for 60 seconds after deaggressing the target.''
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This means you will remain in space if you disconnect or close the client, until the timer runs out. The timer will be renewed if you are shot while already having disconnected or logged off. So if someone finds you after you logged out they can keep your ship in space indefinitely.
  
=== NPC Timer Flag ===
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When your corporation or alliance is at war, the '''capsuleer log-off timer''' becomes deceptively dangerous in mixed fleets, see [[Remote_assistance#While_at_war|while at war]] for more details on that and other limitations of remote assistance.
  
This 5 minutes flag ensues when a capsuleer activate any offensive modules against a NPC controlled ship or viceversa. This flag will be applied in any region of space. If a capsuleer logs out while this flag is active his ship won't be removed from space until the timer is expired.
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==== Weapon Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[image:flag_weapon.jpg|68px|'''Weapon''' flag]]
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| valign="top" nowrap style="background:#151515;" | {{co|red|'''Weapons Timer'''}}<br>'''Cause:''' Using offensive modules against another capsuleer or activating a bastion or command burst module.<br>'''Consequence:''' Unable to jump, dock or eject from, store, refit or switch ships and prevents [[tethering]] (60 seconds).
 +
|}
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You get a '''weapon timer''' whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens when using a '''bastion''' module on a marauder (but not for other siege-like modules) as well as activation of '''command burst''' modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player.
  
The NPC flag has the visual appearance of a yellow circled exclamation mark:
+
This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment of the cycle starting. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams and bastion mode, will both start the weapon timer upon activation as well as keeping it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The [[Command Burst]] module is an exception to this; it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates.
  
[[File:NPCTimer.jpg]]
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While this timer is active you cannot change sessions, which means you cannot jump, dock or eject from, store, refit or switch ships. You also cannot be tethered by '''Upwell Structures''' such as [[Citadels]] or [[Engineering Complexes]] as long as you have a weapon timer.
  
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== Legality Timers ==
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{{important note box|Remember that your onboard [[safety settings]] allow you to set your safeties in such a way that you can never accidentally go suspect or criminal.}}
 +
The following timers directly determine whether or not you are a legal target.
  
=== PvP Timer Flag ===
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==== Suspect Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[image:flag_suspect.jpg|68px|'''Suspect''' flag]]
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| valign="top" nowrap style="background:#200000;" | {{co|yellow|'''Suspect Timer'''}}<br>'''Cause:''' Committed a "suspect"-level offense.<br>'''Consequence:''' Capsuleers may freely engage (15 minutes).
 +
|}
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The '''suspect timer''' means that anyone can freely attack you without [[CONCORD]] interfering. If someone engages you, a '''limited engagement timer''' is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see [[#Limited Engagement Timer|limited engagement]] below).
  
This 15 minutes flag will be applied when a capsuleer activate any offensive module against a player-owned ship; if the recipient ship is piloted at that time, then its owner will also receive such flag. The flag will be applied in any region of space. If a capsuleer logs out while this flag is active his ship won't be removed from space until the timer is expired.
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==== Criminal Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[image:flag_criminal.jpg|68px|'''Criminal''' flag]]
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| valign="top" nowrap style="background:#200000;" | {{co|red|'''Criminal Timer'''}}<br>'''Cause:''' Committed a "criminal"-level offense.<br>'''Consequence:''' Capsuleers may freely engage. CONCORD will engage in high-sec space (15 minutes).
 +
|}
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The '''criminal timer''' means that anyone can freely attack you without [[CONCORD]] interfering.
  
The PvP flag has the visual appearance of a red circled exclamation mark:
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If someone engages you, a '''limited engagement timer''' is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see [[#Limited Engagement Timer|limited engagement]] below).
  
[[File:PvPTimer.jpg]]
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===== Consequences of being a criminal =====
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Being a criminal means that CONCORD will engage and kill you in {{co|green|high security space}}. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute. During that time, while piloting a ship with a criminal flag you'll be unable to enter warp, jump through gates, dock up in stations, eject from, store or switch ships. Those restrictions are lifted once your ship is destroyed and you're in your capsule. That doesn't necessarily mean you can do these things, as all those actions (with the exception of warping away) would also be prohibited by an active '''weapon timer'''.
  
 +
Being a criminal in {{co|orangered|low security space}} is practically the same as being a suspect, as long as you or anyone who assists you have no plans of jumping into high security space for the next fifteen minutes.
  
=== Legality Flags ===
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Jumping into or undocking a ship in high security space as a criminal will allow you to benefit from the [[Timers#Session_Change_Timer_.28SCT.29|session change timer]] invulnerability, but it only delays the inevitable demise of your ship. Even if your criminal timer runs out during the invulnerability, CONCORD will still follow through and destroy your ship, even though you're no longer a criminal when the invulnerability wears off.
  
This flag and its relative 15 minutes timer exists to penalize those who commit criminal and/or suspicious actions in Empire space, meaning that this flags won't be applied in any circumstances within Null Security space. A capsuleer with a Legal flag is always a legal target for offense from all other players.  
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==== Limited Engagement Timer ====
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[[image:limited_engagement_example.png|thumb|Hovering over the limited engagement icon will show all current engagements, the pilot's name and corporation as well as the time left.]]
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[image:flag_limited.png|68px|'''Limited Engagement''' flag]]
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| valign="top" nowrap style="background:#0d1917;" | {{co|cyan|'''Limited Engagement Timer'''}}<br>'''Cause:''' Involved in a limited engagement with 1 pilot ''(or any number of pilots)''.<br>'''Consequence:''' These pilots may freely engage you while timer is active ''(5 minutes)''.
 +
|}
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A '''limited engagement''' is a permission between two pilots to freely engage each other or their assets in combat without interference of CONCORD. Limited Engagements are created on attacks towards other pilots that are under a [https://support.eveonline.com/hc/en-us/articles/203268571-Suspect-Timer suspect] or [https://support.eveonline.com/hc/en-us/articles/203268591-Criminal-Timer criminal] flag to allow them to defend themselves, but can also be gained from accepting a '''Duel Request''' (see [https://support.eveonline.com/hc/en-us/articles/203268611-Duels-Limited-Engagements Duels & Limited Engagements] for more information).
  
This flag has two severity levels: '''suspect''' and '''criminal'''. They both share the same design but the former is yellow while the latter is red:
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===== Consequences of being in a limited engagement =====
[[File:Suspect.jpg]] [[File:Criminal.jpg]]
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As long as a limited engagement is active, the involved pilots may freely engage each other, including attacks on capsules or any other assets.
  
The severity depends on what action is performed and where it happens.  
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Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place.
[[File:WIP_Flags.png|thumb|left|Flags awarded for combat actions]]
 
  
 +
== Remote assistance, combat timers and legality ==
 +
{{main|Remote assistance}}
 +
Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using [[remote assistance]] to aid a suspect or an outlaw is usually a {{icon|timer suspect|16}} {{co|#ffd75f|Suspect offence}} and assisting criminals is a {{icon|timer criminal|18}} {{co|red|Criminal offence}}. Interfering in a fight between two parties (war or limited engagement) in high security space is a {{icon|timer criminal|18}} {{co|red|Criminal offence}} but only a {{icon|timer suspect|16}} {{co|#ffd75f|Suspect offence}} in low security space.
  
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Even [[Command Bursts]] are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements.
  
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= Other timers=
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There are several other timers in the game, most {{co|lightgreen|visible}} but some are {{co|crimson|hidden}} and will only show you an error message when you attempt something that cannot be done.
 +
== Session Change Timer (SCT)  ==
 +
{{anchor|Session timer}}
 +
[[Image:Sct.jpg|thumb|300px|right|The '''Session Change Timer''' is displayed in the top left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]]
 +
The '''Session Change Timer (SCT)''' is a {{co|lightgreen|visible}} 10 second timer initiated after performing one of the following things:
 +
* Logging into the game.
 +
* Jumping through a stargate, wormhole or jump bridge.
 +
* Using a jump drive.
 +
* Docking or undocking.
 +
* Joining a fleet or moving to a different command position within that fleet.
 +
* Leaving your ship, either through ejecting or having it destroyed.
 +
* Boarding a ship.
 +
* Performing a clone jump or a clone swap.
 +
* Being podded.
 +
* Joining or leaving a corporation
 +
* Changing corp wallet divisions.
 +
As long as the '''SCT''' is active it prevents you from doing any of the things that cause a session change (i.e. anything on the list above) and will give you various error messages depending on what you're trying to do (often highly amusing error messages). While some session change actions performed during an existing session change will simply fail, others will be queued up and will follow through one at a time once the session change is over.
  
 +
Here's an example of when a session change due to changing positions in a fleet ruins your day:
 +
{{example|You're scouting low security systems in a covert ops ship for a fleet and the fleet commander moves you to another wing or squad without telling you. This gives you a '''Session Change Timer''' which will prevent you from jumping through the gate you just arrived on. Unfortunately there happened to be a hostile there, and because you were decloaked by the stargate, you are destroyed. So be sure to move when you have time to wait out the timer, and make sure you ask people if they can take a session change before moving them yourself.}}
 +
Here's another example of a session change due to having your ship destroyed leads to further losses:
 +
{{example|You're ambushed by war targets landing on a station and they destroy your ship. You try to dock up with your pod, but cannot due to having a '''Session Change Timer''' from leaving your ship as it's destroyed. Since you wasted time trying to dock up, the enemy promptly pods you as well. So be sure to warp away from stations, gates, citadels, wormholes etc if your ship is destroyed, because you will not be able to dock up or jump through immediately after.}}
  
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== Station undock invulnerability timer ==
 +
Whenever you undock from a station there's a {{co|crimson|hidden}} timer that makes you a ghost, for lack of a better word, for 30 seconds or until you move, activate a module or target someone. While in this ghost-like state you're practically ''"invulnerable"''; you cannot be locked and cannot bump against other ships, intentionally or not.
  
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While most actions break this ''"invulnerability"'' you can still press {{button|Ctrl}} + {{button|Space}} to stop your ship (or use the {{button|&#8211;}} button on your HUD right next to your speed bar) while keeping your ghost-like status. This can allow you to undock, remain protected and wait out the '''Session Change Timer''' and dock back up before the ''"invulnerability"'' wears off.
  
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Be aware that there are stations, so called ''"kick-out"'' stations that have such a small docking range that even if you immediately stop your ship you'll be too far away from the station to immediately dock up again. For those stations you'd be forced to turn around and move back towards the docking ring, which will give the enemy ample time to lock and attack you.
  
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== Jump Cloak Timer ==
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[[image:jump_cloak_timer.png|thumb|300px|The '''Jump Cloak Timer''' is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]]
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The '''Jump Cloak Timer''' is a {{co|lightgreen|visible}} 60 second timer that keeps you cloaked after jumping through a stargate or a wormhole, as long as you take no actions after jumping through. Remember that jumping through a stargate or a wormhole will also give you the above mentioned '''Session Change Timer''' for 10 seconds.
  
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During the minute your Jump Cloak Timer is active, you'll not appear visibly on grid and you will be invulnerable to damage from such effects as bombs, smartbombs and ECM Bursts. During the effect of this timer it's also impossible to be decloaked by someone coming within 2000 meters, or bumped by ships occupying the same spot in space.
  
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While they cannot see your ship, there are many ways to know that someone entered or left the system. A wormhole or a stargate will have both a visual and audible notification that the wormhole was activated and if you're in known-space you will also show up in the member list of the local window as soon as you enter the system.
  
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Here's an example of how you can use this timer to your advantage:
 +
{{example|You're jumping through hostile space and encounter a gate camp on the other side of a gate. You can now relax, calm down, run your [[directional scanner]], appraise the composition of the gate camp and consider your options for the full minute of the '''Jump Cloak Timer'''. This will allow you to make a calm and tactical decision which will greatly increase the odds of you making it through the camp alive.}}
  
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== Jump Fatigue and Jump Activation Cooldown ==
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Jump fatigue and jump activation cooldown are two timers that are relevant to ships that use jump drives or jump portals (i.e. via capital ships or blackops battleships).
 +
For a detailed description please see [[Jump Drives and Cynosural Fields]].
  
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== Logout timer ==
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Whenever a character logs out while in space, there's a {{co|crimson|hidden}} 1 minute timer to removing that character and their ship from the game. The same applies to simply killing the client or crashing (although see the bug mention below). In combination with this timer the ship will try to do an ''"emergency warp"'' to a random location (1 million km away) where it will remain until the logout is triggered.  The emergency warp will only be attempted once and is subject to normal [[warp disruption]], so if the ship is warp disrupted at the time of the disconnect, the ship will not warp away but will continue to count down towards the potential logoff. Be aware that both the {{icon|timer npc|16}} [[Timers#Non-Capsuleer_Log-Off_Timer|Non-Capsuleer]] and {{icon|timer pvp|16}} [[Timers#Capsuleer_Log-Off_Timer|Capsuleer Log-Off Timer]] mentioned above will prolong this timer, keeping you in space for longer (even indefinitely in the case the capsuleer timer).
  
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Logging out or simply closing the client while docked is instantaneous and there is no delay (assuming the server gets the call from the client that you closed it).
 +
{{bug|Sometimes when you crash or lag out, the server doesn't get the call from the client that you've disconnected. It can sometimes take a long time for the server to realize you're no longer there, delaying the emergency warp and 1 minute logout timer for several minutes which results in your ship being left out in space for much longer than intended.}}
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==== Log Off Safely ====
 +
There is a '''Log Off Safely'''-feature with a {{co|lightgreen|visible}} 30 second timer that allows you to monitor your ship as well as using the directional scanner in space while preparing to safely log out of the game. In order to use this feature you'll need to meet the following requirements:
 +
* Turning on or have any active modules running.
 +
* Ejecting from the ship.
 +
* Aggressed by players or NPCs, ie having a {{icon|timer npc|16}} [[Timers#Non-Capsuleer_Log-Off_Timer|Non-Capsuleer]] or a {{icon|timer pvp|16}} [[Timers#Capsuleer_Log-Off_Timer|Capsuleer Log-Off Timer]].
 +
* Exploding or having initiated a self-destruct.
 +
* Moving or initiating a moving command.
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* Launching or ejecting anything from your ship's cargo hold or its bays and hangars.
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* Being fleeted or joining a fleet.
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* Deploying or having drones deployed or being in the process of reconnecting to them.
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* Locking, being locked or having a lock on something.
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* Issuing a warp command or being in warp.
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* Being cloaked, including the [[#Jump Cloak Timer|Jump Cloak Timer]] from taking stargates or wormholes.
 +
Doing any of the above mentioned actions will not only stop you from initiating the safe logoff, but also cancel a previously activated safe logoff.
 +
{|
 +
| valign="top" | [[image:logoff_timer_options.png|thumb|300px|To use the '''safe logoff''' you right-clck your HUD's capacitor and select the '''Log Off Safely''' option.]]
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| valign="top" | [[image:logoff_timer_error.png|thumb|282px|If the requirements aren't met, an error message will be displayed to highlight the reason you cannot; in this case because you have active modules still running.]]
 +
| valign="top" | [[image:logoff_timer_countdown.png|thumb|300px|When you initiate a '''safe logoff''' in space you'll see this window until you're safely logged off.]]
 +
|}
  
 
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== Wormhole polarization timer ==
The severity also controls what consequences can occur.
 
[[File:WIP_Consequences.png|thumb|left|Consequences of having a flag]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This flag functions only in Empire areas of space. The '''criminal''' severity will always override '''suspect'''. 
 
 
 
 
 
 
 
 
 
 
 
== Miscellaneous Timers/Countdowns ==
 
=== Session Change Timer (SCT)  ===
 
 
 
The SCT is a 10 second timer initiated after performing one of the following things:
 
 
 
*jumping through a stargate or wormhole<br>
 
*docking/undocking
 
*joining a fleet or getting moved to a different position within that fleet
 
*upon booster/role changes applied to you in that fleet
 
*cyno-jumping
 
*leaving your ship, either through ejecting or having it destroyed
 
*performing a clone jump
 
*being podded
 
*changing corp wallet divisions (yes, really)
 
 
 
While the SCT is active it prevents you from doing any of the things that cause a session change timer (i.e. anything on the list above).
 
 
 
[[Image:Scotty.jpg]]
 
 
 
The SCT is displayed in the top left corner of your screen. The exact time remaining will be displayed upon mouse-over.
 
 
 
[[Image:Sct.jpg]]
 
 
 
Examples of the SCT in action:
 
 
 
''1: You are scouting lo-sec systems in a CovOps for a fleet and the FC moves you to another wing or squad without telling you. You arrive on a stargate to jump through, but the SCT&nbsp;prevents you from jumping.&nbsp; Unfortunately there happened to be a hostile there, and because you were decloaked by the stargate, you are destroyed.''
 
 
 
''2: You are fighting on a wormhole and your ship is destroyed''. ''You attempt to jump your capsule through the wormhole to get away, but your SCT&nbsp;from your ship being destroyed prevents you jumping (and so your capsule is destroyed too!).''
 
 
 
==== SCT and invulnerability  ====
 
 
 
The game grants you a protection after undocking. If you do not activate any modules, or target anyone, or move your ship in any direction after undocking you cannot be locked/fired upon for 30 seconds. This can be used to wait out your SCT and re-dock.
 
 
 
''Example: You undock and spot hostiles around the station, you hit "ctrl-space" to stop your ship and prevent it from drifting outside of docking range of the station. You wait out your SCT while being invulnerable. You dock up again.''
 
 
 
'''Important note:''' There are certain stations that will eject you (kick-out) outside of docking range and prevent you from using this tactic without reapproaching the station's docking radius. A prominent example would be the EVE-University HQ at Aldrat IX – Pator Tech School.
 
 
 
[[Image:Hq75.jpg]]
 
 
 
==== SCT and cloak  ====
 
 
 
The other form of protection granted is the cloak after using a stargate. When jumping through you will stay cloaked for 60 seconds unless you move or activate any modules. As with the station dock invulnerability, this allows you to wait out your SCT and reapproach the gate to jump back through it. However, you will be several (up to 15) kilometers away from the gate when you enter the system, and since you instantly de-cloak the moment you begin moving and you must be within 2500 meters to jump through the gate, you need to have a VERY fast ship to be able to jump back through the gate before anyone can webify or destroy your ship.
 
 
 
<br> ''Example: You jump through a gate and spot hostiles upon system entry. You stay cloaked and let your SCT expire, and then reapproach the gate as fast as you can and try to jump back through before being fired on.''
 
 
 
=== Gate Cloak Timer  ===
 
 
 
After jumping through a stargate or wormhole you will have an SCT for 10 seconds, however the entire gate cloak timer is 60 seconds. For the entire period  you are invulnerable to damage from such effects as bombs, smartbombs and ECM Bursts. For the entire duration of the cloak you cannot be de-cloaked by someone coming within 2000 meters. For the entire period you cannot be bumped to cause you to lose your cloak.
 
 
 
=== Logout Timer ===
 
 
 
When logging out in space, your ship (if not warp-disrupted/scrambled) will warp off to a random location and remain there for 1 minute until disappearing.
 
 
 
This timer will extend to 5 minutes if you were involved in combat with npc ships.
 
 
 
It will get extended to 15 minutes if you were involved in pvp, be it you being aggressive or  being aggressed by someone. Should your ship be destroyed during this time, another 15 minute timer applying to your pod will start.
 
 
 
=== Polarization Timer for Wormholes  ===
 
 
 
 
You can make a maximum of 2 jumps through a specific [[Wormholes|wormhole]] in 5 minutes. If you try to jump a third time through the same wormhole inside those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again.&nbsp; This timer doesn't apply to jumping through different wormholes.<br>
 
You can make a maximum of 2 jumps through a specific [[Wormholes|wormhole]] in 5 minutes. If you try to jump a third time through the same wormhole inside those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again.&nbsp; This timer doesn't apply to jumping through different wormholes.<br>
  
=== Trade Modification Timer ===
+
== Trade modification timer ==
 
 
 
When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed.
 
When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed.
  
=== Corporation Roles & Titles Timer ===
+
== Corporation roles & titles timer ==
 
 
 
While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and confirm quit corporation.
 
While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and confirm quit corporation.
  
=== Character Termination Timer ===
+
== Character termination timer ==
 
 
 
If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character.
 
If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character.
  
== Links ==
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= Links =
  
 
*Log off mechanic threads [https://forums.eveonline.com/default.aspx?g=posts&t=32182 here] and [https://forums.eveonline.com/default.aspx?g=posts&t=25340 here] on the official Eve Online forum.
 
*Log off mechanic threads [https://forums.eveonline.com/default.aspx?g=posts&t=32182 here] and [https://forums.eveonline.com/default.aspx?g=posts&t=25340 here] on the official Eve Online forum.
  
*[https://wiki.eveonline.com/en/wiki/Crimewatch Crimewatch 2.0]
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*[https://support.eveonline.com/hc/en-us/sections/201141682-Crimewatch CCP's support page on Crimewatch]
  
 
*[http://www.youtube.com/watch?v=TyjBwWcFGe0 Pirating Timer Video]
 
*[http://www.youtube.com/watch?v=TyjBwWcFGe0 Pirating Timer Video]
  
*[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1213121 Hidden Aggro Timer Bug]
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[[Category:Game mechanics]]

Revision as of 04:39, 11 January 2020

A brief overview about the basics of timers and their impact on capsuleers in empire space.

Combat and legality timers

The Retribution expansion introduced a new and improved timers system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags.

It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet causing issues with rules of engagements and remote assistance.

See CCP's support page on Crimewatch for more details on the more intricate mechanics of legal timers.

Combat Timers

The following timers have no direct impact on the legality of actions, but serve as a consequence for your actions. Keep in mind that the capsuleer log-off timer can indirectly cause legality issues if you are also at war.

Non-Capsuleer Log-Off Timer

NPC flag Non-Capsuleer Log-Off Timer a.k.a. NPC-flag
Cause: Combat with a non-capsuleer
Consequence: Ship will remain in space on log-off until timer expires (5 minutes)

The non-capsuleer log-off timer is created when you either shoot or get shot by an NPC.

This means you will remain in space if you disconnect or close the client, until the timer runs out. The NPC timer will not be renewed if you are shot while already having disconnected or logged off.

Capsuleer Log-Off Timer

PvP flag Capsuleer Log-Off Timer a.k.a. PvP-flag (complicated timer, see comments below)
Cause: Combat with another capsuleer.
Consequence: Ship will remain in space on log-off until timer expires (15 minutes).

The capsuleer log-off timer is created when you either shoot or get shot by a fellow capsuleer.

This means you will remain in space if you disconnect or close the client, until the timer runs out. The timer will be renewed if you are shot while already having disconnected or logged off. So if someone finds you after you logged out they can keep your ship in space indefinitely.

When your corporation or alliance is at war, the capsuleer log-off timer becomes deceptively dangerous in mixed fleets, see while at war for more details on that and other limitations of remote assistance.

Weapon Timer

Weapon flag Weapons Timer
Cause: Using offensive modules against another capsuleer or activating a bastion or command burst module.
Consequence: Unable to jump, dock or eject from, store, refit or switch ships and prevents tethering (60 seconds).

You get a weapon timer whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens when using a bastion module on a marauder (but not for other siege-like modules) as well as activation of command burst modules. Unlike the capsuleer log-off timer, you do not get this flag simply by being shot by another player.

This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment of the cycle starting. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams and bastion mode, will both start the weapon timer upon activation as well as keeping it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The Command Burst module is an exception to this; it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates.

While this timer is active you cannot change sessions, which means you cannot jump, dock or eject from, store, refit or switch ships. You also cannot be tethered by Upwell Structures such as Citadels or Engineering Complexes as long as you have a weapon timer.

Legality Timers

Remember that your onboard safety settings allow you to set your safeties in such a way that you can never accidentally go suspect or criminal.

The following timers directly determine whether or not you are a legal target.

Suspect Timer

Suspect flag Suspect Timer
Cause: Committed a "suspect"-level offense.
Consequence: Capsuleers may freely engage (15 minutes).

The suspect timer means that anyone can freely attack you without CONCORD interfering. If someone engages you, a limited engagement timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see limited engagement below).

Criminal Timer

Criminal flag Criminal Timer
Cause: Committed a "criminal"-level offense.
Consequence: Capsuleers may freely engage. CONCORD will engage in high-sec space (15 minutes).

The criminal timer means that anyone can freely attack you without CONCORD interfering.

If someone engages you, a limited engagement timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see limited engagement below).

Consequences of being a criminal

Being a criminal means that CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute. During that time, while piloting a ship with a criminal flag you'll be unable to enter warp, jump through gates, dock up in stations, eject from, store or switch ships. Those restrictions are lifted once your ship is destroyed and you're in your capsule. That doesn't necessarily mean you can do these things, as all those actions (with the exception of warping away) would also be prohibited by an active weapon timer.

Being a criminal in low security space is practically the same as being a suspect, as long as you or anyone who assists you have no plans of jumping into high security space for the next fifteen minutes.

Jumping into or undocking a ship in high security space as a criminal will allow you to benefit from the session change timer invulnerability, but it only delays the inevitable demise of your ship. Even if your criminal timer runs out during the invulnerability, CONCORD will still follow through and destroy your ship, even though you're no longer a criminal when the invulnerability wears off.

Limited Engagement Timer

Hovering over the limited engagement icon will show all current engagements, the pilot's name and corporation as well as the time left.
Limited Engagement flag Limited Engagement Timer
Cause: Involved in a limited engagement with 1 pilot (or any number of pilots).
Consequence: These pilots may freely engage you while timer is active (5 minutes).

A limited engagement is a permission between two pilots to freely engage each other or their assets in combat without interference of CONCORD. Limited Engagements are created on attacks towards other pilots that are under a suspect or criminal flag to allow them to defend themselves, but can also be gained from accepting a Duel Request (see Duels & Limited Engagements for more information).

Consequences of being in a limited engagement

As long as a limited engagement is active, the involved pilots may freely engage each other, including attacks on capsules or any other assets.

Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place.

Remote assistance, combat timers and legality

Main article: Remote assistance

Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using remote assistance to aid a suspect or an outlaw is usually a Icon timer suspect.png Suspect offence and assisting criminals is a Icon timer criminal.png Criminal offence. Interfering in a fight between two parties (war or limited engagement) in high security space is a Icon timer criminal.png Criminal offence but only a Icon timer suspect.png Suspect offence in low security space.

Even Command Bursts are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements.

Other timers

There are several other timers in the game, most visible but some are hidden and will only show you an error message when you attempt something that cannot be done.

Session Change Timer (SCT)

The Session Change Timer is displayed in the top left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.

The Session Change Timer (SCT) is a visible 10 second timer initiated after performing one of the following things:

  • Logging into the game.
  • Jumping through a stargate, wormhole or jump bridge.
  • Using a jump drive.
  • Docking or undocking.
  • Joining a fleet or moving to a different command position within that fleet.
  • Leaving your ship, either through ejecting or having it destroyed.
  • Boarding a ship.
  • Performing a clone jump or a clone swap.
  • Being podded.
  • Joining or leaving a corporation
  • Changing corp wallet divisions.

As long as the SCT is active it prevents you from doing any of the things that cause a session change (i.e. anything on the list above) and will give you various error messages depending on what you're trying to do (often highly amusing error messages). While some session change actions performed during an existing session change will simply fail, others will be queued up and will follow through one at a time once the session change is over.

Here's an example of when a session change due to changing positions in a fleet ruins your day:

You're scouting low security systems in a covert ops ship for a fleet and the fleet commander moves you to another wing or squad without telling you. This gives you a Session Change Timer which will prevent you from jumping through the gate you just arrived on. Unfortunately there happened to be a hostile there, and because you were decloaked by the stargate, you are destroyed. So be sure to move when you have time to wait out the timer, and make sure you ask people if they can take a session change before moving them yourself.

Here's another example of a session change due to having your ship destroyed leads to further losses:

You're ambushed by war targets landing on a station and they destroy your ship. You try to dock up with your pod, but cannot due to having a Session Change Timer from leaving your ship as it's destroyed. Since you wasted time trying to dock up, the enemy promptly pods you as well. So be sure to warp away from stations, gates, citadels, wormholes etc if your ship is destroyed, because you will not be able to dock up or jump through immediately after.

Station undock invulnerability timer

Whenever you undock from a station there's a hidden timer that makes you a ghost, for lack of a better word, for 30 seconds or until you move, activate a module or target someone. While in this ghost-like state you're practically "invulnerable"; you cannot be locked and cannot bump against other ships, intentionally or not.

While most actions break this "invulnerability" you can still press Ctrl + Space to stop your ship (or use the button on your HUD right next to your speed bar) while keeping your ghost-like status. This can allow you to undock, remain protected and wait out the Session Change Timer and dock back up before the "invulnerability" wears off.

Be aware that there are stations, so called "kick-out" stations that have such a small docking range that even if you immediately stop your ship you'll be too far away from the station to immediately dock up again. For those stations you'd be forced to turn around and move back towards the docking ring, which will give the enemy ample time to lock and attack you.

Jump Cloak Timer

The Jump Cloak Timer is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.

The Jump Cloak Timer is a visible 60 second timer that keeps you cloaked after jumping through a stargate or a wormhole, as long as you take no actions after jumping through. Remember that jumping through a stargate or a wormhole will also give you the above mentioned Session Change Timer for 10 seconds.

During the minute your Jump Cloak Timer is active, you'll not appear visibly on grid and you will be invulnerable to damage from such effects as bombs, smartbombs and ECM Bursts. During the effect of this timer it's also impossible to be decloaked by someone coming within 2000 meters, or bumped by ships occupying the same spot in space.

While they cannot see your ship, there are many ways to know that someone entered or left the system. A wormhole or a stargate will have both a visual and audible notification that the wormhole was activated and if you're in known-space you will also show up in the member list of the local window as soon as you enter the system.

Here's an example of how you can use this timer to your advantage:

You're jumping through hostile space and encounter a gate camp on the other side of a gate. You can now relax, calm down, run your directional scanner, appraise the composition of the gate camp and consider your options for the full minute of the Jump Cloak Timer. This will allow you to make a calm and tactical decision which will greatly increase the odds of you making it through the camp alive.

Jump Fatigue and Jump Activation Cooldown

Jump fatigue and jump activation cooldown are two timers that are relevant to ships that use jump drives or jump portals (i.e. via capital ships or blackops battleships). For a detailed description please see Jump Drives and Cynosural Fields.

Logout timer

Whenever a character logs out while in space, there's a hidden 1 minute timer to removing that character and their ship from the game. The same applies to simply killing the client or crashing (although see the bug mention below). In combination with this timer the ship will try to do an "emergency warp" to a random location (1 million km away) where it will remain until the logout is triggered. The emergency warp will only be attempted once and is subject to normal warp disruption, so if the ship is warp disrupted at the time of the disconnect, the ship will not warp away but will continue to count down towards the potential logoff. Be aware that both the Icon timer non-capsuleer.png Non-Capsuleer and Icon timer capsuleer.png Capsuleer Log-Off Timer mentioned above will prolong this timer, keeping you in space for longer (even indefinitely in the case the capsuleer timer).

Logging out or simply closing the client while docked is instantaneous and there is no delay (assuming the server gets the call from the client that you closed it).

Bug icon red.png Bug: Sometimes when you crash or lag out, the server doesn't get the call from the client that you've disconnected. It can sometimes take a long time for the server to realize you're no longer there, delaying the emergency warp and 1 minute logout timer for several minutes which results in your ship being left out in space for much longer than intended.

Log Off Safely

There is a Log Off Safely-feature with a visible 30 second timer that allows you to monitor your ship as well as using the directional scanner in space while preparing to safely log out of the game. In order to use this feature you'll need to meet the following requirements:

  • Turning on or have any active modules running.
  • Ejecting from the ship.
  • Aggressed by players or NPCs, ie having a Icon timer non-capsuleer.png Non-Capsuleer or a Icon timer capsuleer.png Capsuleer Log-Off Timer.
  • Exploding or having initiated a self-destruct.
  • Moving or initiating a moving command.
  • Launching or ejecting anything from your ship's cargo hold or its bays and hangars.
  • Being fleeted or joining a fleet.
  • Deploying or having drones deployed or being in the process of reconnecting to them.
  • Locking, being locked or having a lock on something.
  • Issuing a warp command or being in warp.
  • Being cloaked, including the Jump Cloak Timer from taking stargates or wormholes.

Doing any of the above mentioned actions will not only stop you from initiating the safe logoff, but also cancel a previously activated safe logoff.

To use the safe logoff you right-clck your HUD's capacitor and select the Log Off Safely option.
If the requirements aren't met, an error message will be displayed to highlight the reason you cannot; in this case because you have active modules still running.
When you initiate a safe logoff in space you'll see this window until you're safely logged off.

Wormhole polarization timer

You can make a maximum of 2 jumps through a specific wormhole in 5 minutes. If you try to jump a third time through the same wormhole inside those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again.  This timer doesn't apply to jumping through different wormholes.

Trade modification timer

When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed.

Corporation roles & titles timer

While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and confirm quit corporation.

Character termination timer

If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character.

Links

  • Log off mechanic threads here and here on the official Eve Online forum.